Cultist Expansion (included in base game)

Creepstone Manor has been closed for nearly a hundred years, standing dark and silent above the town of Creepstone, and that’s just the way resident ghost Spookie likes it! But now, the manor has been reopened and turned into a hotel for the living. You play the part of one of Spookie’s ghostly minions, charged with ridding the house of these warm-bodied usurpers. Use your skills of terror to send them fleeing into the night and win Spookie’s patronage. Who will be top ghost?

Accessible: Ghostel has been designed to be inclusive from the ground up. The approachable theme (who doesn’t love a haunted house!?), coupled with a straightforward ruleset mean players with a range of ages and abilities will enjoy an evening of spooky play.

Depth of Strategy: Ghostel’s ease of learning and lighter mechanics disguise a game with many player choices and interactions. Planning ahead and adapting your strategy to your opponent’s decisions are vital to scoring big in the ghost house.

Intuitive: We’ve worked hard to reduce text to a minimum on the cards in play, using instinctual iconography to keep the game clear yet beautiful.

Playtesting: We’ve taken Ghostel to many, many playtests over the two years it’s been in development and logged literally hundreds of games at events such as the UK Games Expo, Playtest UK, Chaos Unpub and DragonDaze. The result is a game that feels mechanically tight with dollops of fun included.

Educational: For younger players, Ghostel represents a fantastic way to strengthen numeracy skills through addition, subtraction and multiplication tasks throughout gameplay, as well as tactical reasoning and forward planning.

Two Player: The rules for a 2-player variant of the game have been carefully crafted and playtested to make sure Ghostel is just as fun for two players as it is for higher number, see a review about it here.

The game of Ghostel is made of rounds, and each round is split into a Day phase and a Night phase. During the Day, new people will enter the hotel whilst those who already spent the Night and survived will calm down from their night-time visitations. Meanwhile, the ghosts are hiding in the attic, preparing for the next Night by buying Terror bonuses, Scare tactics to improve their frightfulness and Spookie favours to give that extra little edge.

During the Night, the ghosts walk the rooms, using all their cards and dice to frighten the humans away and show off for Spookie himself. At the start of the Night phase, each player rolls their Terror dice to determine how scary they are for that Night. Players can move one room per round, leaving behind a Terror die as they move. If the total on all dice in a room exceeds the courage score of the human in residence of that room, they’re scared out of the house! Players then score based on who placed the highest scoring dice; however, scoring is graduated so even a single pip die will still score the canny player some victory points.

Hey Fiona, we’ve done the draw and contacted the 8 winners. If you haven’t heard from us yet then unfortunately you didn’t get drawn.
We haven’t released the names of the winners yet because we’re waiting to confirm that all 8 winners are happy to take the prize and proceed. If anyone declines or fails to respond to our messages then we’ll re-draw the unclaimed prizes. Once we have 8 confirmed winners we’ll announce all the names in an additional update.
Cheers!